#version 450

layout(binding = 1) uniform sampler2D albedoImage;

layout(location = 0) in vec2 inUV;

layout(push_constant) uniform PushConstants
{
	mat4 model;
	vec4 color;
} pushConstants;

layout(location = 0) out vec4 outColor;

void main() {
	
	vec3 color = (pushConstants.color.b > 0.0) ? texture(albedoImage, inUV).rgb : pushConstants.color.rgb;
	outColor = vec4(color, 1.0);
}
